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@@ -173,12 +173,13 @@
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armor = list("melee" = 10, "bullet" = 10, "laser" = 60, "energy" = 50, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
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var/hit_reflect_chance = 40
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var/list/protected_zones = list(BODY_ZONE_CHEST, BODY_ZONE_PRECISE_GROIN)
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/obj/item/clothing/suit/armor/laserproof/IsReflect(def_zone)
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if(!(def_zone in list(BODY_ZONE_CHEST, BODY_ZONE_PRECISE_GROIN))) //If not shot where ablative is covering you, you don't get the reflection bonus!
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return 0
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if (prob(hit_reflect_chance))
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return 1
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/obj/item/clothing/suit/armor/laserproof/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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if(def_zone in protected_zones)
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if(prob(hit_reflect_chance))
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return BLOCK_SHOULD_REDIRECT | BLOCK_REDIRECTED | BLOCK_SUCCESS | BLOCK_PHYSICAL_INTERNAL
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return ..()
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/obj/item/clothing/suit/armor/vest/det_suit
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name = "detective's armor vest"
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@@ -65,7 +65,7 @@
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/obj/item/clothing/suit/armor/reactive/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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if(!active)
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return BLOCK_NONE
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return block_action(owner, real_attack, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, block_return)
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return block_action(owner, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, block_return)
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/obj/item/clothing/suit/armor/reactive/proc/block_action(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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return BLOCK_NONE
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@@ -107,7 +107,7 @@
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radiation_pulse(src, rad_amount)
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reactivearmor_cooldown = world.time + reactivearmor_cooldown_duration
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block_return[BLOCK_RETURN_REDIRECT_METHOD] = REDIRECT_METHOD_PASSTHROUGH
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return BLOCK_SUCCESS | BLOCK_REDIRECT | BLOCK_SHOULD_REDIRECT | BLOCK_TARGET_DODGED
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return BLOCK_SUCCESS | BLOCK_REDIRECTED | BLOCK_SHOULD_REDIRECT | BLOCK_TARGET_DODGED
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return BLOCK_NONE
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//Fire
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@@ -82,7 +82,7 @@
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/obj/item/clothing/under/color/grey/glorf/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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. = ..()
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if(ishuman(owner))
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var/mob/living/human/H = owner
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var/mob/living/carbon/human/H = owner
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H.forcesay(GLOB.hit_appends)
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/obj/item/clothing/under/color/blue
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